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Messages - glenn

#1
Bugs / Re: [M|0.12.906] Cook Stove requires materials
August 23, 2015, 01:09:05 PM
Okay, a little Linux searching found the save file location on Mac:
/Users/[username]/Library/Caches/RimWorld/Saves/

Here is the RWS, the RWM is 800 k, so I can't upload it -- here they are on Dropbox:
https://dl.dropboxusercontent.com/u/9467124/Rimworld%20-%20cookstove%20issue.zip



[attachment deleted due to age]
#2
Bugs / Re: [M|0.12.906] Cook Stove requires materials
August 23, 2015, 12:50:42 PM
@1BadPanda:  I see the "Open save data" button, but pressing it does nothing.  Maybe a Mac thing?  I see games from previous versions, but not 11 or 12.

@Florius: Materials were various meats (hare, squirrel, boar) and rice.
Right clicking on stove gives a grayed out choice "Cannot cook cook stove (need materials)".  My chef is butchering just fine, but won't cook now.

He was able to cook earlier, I have a few simple meals in my larder.
#3
Bugs / Re: Cook Stove requires materials
August 23, 2015, 07:54:35 AM
Forgot to mention -- I am on Mac, v12.906
#4
Bugs / [M|0.12.906] Cook Stove requires materials
August 23, 2015, 07:52:12 AM
My colonists are starving because my cook stove says it requires materials.

Things I've checked:
* it has power
* there are multiple food sources nearby (rice, meat)
* built a second cook stove (in case it was a save-game issue)
* removed walls between food and stove (in case it was a for issue)
* lit the room (in case it was a sight issue)
* made new bill (in case it was a food radius issue)

Any other ideas?  My colonists are starving!

Please tell me where to find save games -- "Open Save Data" folder isn't working on my Mac. And the same games are not in the "/Users/<UserName>/Library/Application Support/RimWorld" which is mentioned in the ReadMe.
#5
Ideas / Re: More Human-like reactions
November 10, 2013, 01:02:29 PM
With veteran's day upon us, it has me thinking about the human-side of the game also.

Natural disasters and raiders are great mechanics for adversity, but what about some stories of helping people out?

* A traveler comes by and needs food for his community elsewhere (off-map or in space).  He asks you to "donate" a specific amount of food to his cause.
* A traveler comes by and needs research to heal his sick community (off-map or in space). A new research option opens that has a one-time purpose of assisting the traveler.
* A traveler needs protection from raiders who are chasing him

In all cases, if the traveler dies while he is waiting for the completion, then you lose.

The reward for these humanitarian stories could be a loyalty boost, not unlike the boost you get when your colony is new, as the colony has accomplished a shared goal.  Perhaps there is a penalty for accepting his story, but not completing it.

Now that I write it, it sounds kind of like "questing", which can probably be taken too far (like a charity that comes back every year asking for more money :) ), but I think it could add some interesting stories, too.
#6
Ideas / Re: New Dumping Area Option
November 10, 2013, 08:49:57 AM
+1
#7
Ideas / Re: Got an idea for a Storyteller incident?
November 10, 2013, 08:46:41 AM
Another interesting story element would be to have stories that force you to change what you are doing.

An idea would be an alien artifact falls from the sky.  The object is immovable, so you will need to move your base/defenses/crops/etc. to utilize it (or get away from it).  (Maybe you are down to one colonist and it luckily falls right into your existing colony)

The artifact could do any number of useful things:

  • a singularity power source, like a new geothermal power station
  • affect emotional state -- increasing loyalty or fear
  • generate light
  • create darkness
  • improve crop growth
  • have the local animals attack raiders (the Cinderella effect)
  • slow movement in the area
  • speed up movement in the area
  • provide protection against solar flares
  • disrupt electrical devices in an area
  • have a shielding effect on targets in an area

Clearly, you want to be careful not to invalidate an existing colony, but getting people out of their comfort zone would be the goal.  Perhaps they aren't movable, but could be destroyed by players/raiders trying to restore the balance.
#8
Ideas / Re: Got an idea for a Storyteller incident?
November 10, 2013, 08:32:35 AM
It's just a slight variations on some that have been mentioned, but I like the idea of a single member of a raid being different than the others, so that you can't just indiscriminately kill everything with funnels, mine trails, etc.


  • VIP - The raiders are actually kidnappers.  Not killing the child VIP will gain a reward, or some loyalty.  Of course, killing the child could raise the fear level of your colonists if that is your thing...
  • Villain - One of the raiders is a super-villian.  He will hang back, and run away if his crew is slaughtered.  Then he will come back and taunt you with his villain monologue.  I really like the recurring bad guy story.  In order to catch him, you would need to block off his path of escape.
  • Raider prep - a variation of this was mentioned, but there should be incentives for going after the raiders before they have had time to "prepare" (maybe there already is).  Perhaps their loyalty is lower, so they are easier to incapacitate and won't fight to the death.  Maybe they are rattled and their skills are at a negative?
#9
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 08:04:22 AM
I didn't see it mentioned, but straightforward option would be to make turrets only available from trading ships.

  • It makes them valuable without increasing cost
  • It lets people opt-in to the story if the traders are available
  • It forces players to have alternatives if the traders don't come by
  • It explains how a simple oaf can acquire one
  • finally, it lets the story AI create a feast/famine dynamic making people change their strategy mid-game